Menu
Home
Post new thread
What's new
Latest activity
Authors
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Find Us!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
EN Live
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Biggest TTRPG Kickstarter Creators
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Chat/Discord
Podcast
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Menu
Log in
Register
Install the app
Install
NOW LIVE!
X Marks the Spot: Piratical Resources for your 5E game
Home
Community
General Tabletop Discussion
*Dungeons & Dragons
How to run a small, shifting maze
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DeviousQuail" data-source="post: 8513781" data-attributes="member: 7025431"><p>Perhaps you can take a choose-your-own-adventure approach. It's less about the map of the maze and more about mapping between points of interest. As players explore they come upon these points that can branch off to other points. For instance The Fountain has paths that lead to the Row of Doors, Angry Goose Pond, and Sundial. Each of these new points of interest may or may not have a direct path back to The Fountain. You can describe the twists and turns, how the maze seems to rearrange itself, and how the player's sense of direction keeps getting thrown off, but you don't have to actually draw the maze.</p><p></p><p>To get to the center or end point of the maze you might need to gate a few paths. Perhaps the Sundial has a path that exits the maze but it requires tools and a missing part to fix the sundial first. Those things are found in other parts of the maze. This ensures the players have to hit at least a few points in the maze and don't accidently get to the end super fast.</p><p></p><p>Not every point in the maze needs to be interesting or required for exiting. Having dead ends, avoidable combat encounters, or scenic diversions interspersed in the maze will give it a nice feel.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8513781, member: 7025431"] Perhaps you can take a choose-your-own-adventure approach. It's less about the map of the maze and more about mapping between points of interest. As players explore they come upon these points that can branch off to other points. For instance The Fountain has paths that lead to the Row of Doors, Angry Goose Pond, and Sundial. Each of these new points of interest may or may not have a direct path back to The Fountain. You can describe the twists and turns, how the maze seems to rearrange itself, and how the player's sense of direction keeps getting thrown off, but you don't have to actually draw the maze. To get to the center or end point of the maze you might need to gate a few paths. Perhaps the Sundial has a path that exits the maze but it requires tools and a missing part to fix the sundial first. Those things are found in other parts of the maze. This ensures the players have to hit at least a few points in the maze and don't accidently get to the end super fast. Not every point in the maze needs to be interesting or required for exiting. Having dead ends, avoidable combat encounters, or scenic diversions interspersed in the maze will give it a nice feel. [/QUOTE]
Insert quotes…
Verification
Post reply
Home
Community
General Tabletop Discussion
*Dungeons & Dragons
How to run a small, shifting maze
Top